| 124 | } |
| 125 | |
| 126 | int BattleUnitAnimationPack::getFrameCountFiring(StateRef<AEquipmentType> heldItem, |
| 127 | BodyState currentBody, MovementState movement, |
| 128 | Vec2<int> facing) |
| 129 | { |
| 130 | sp<AnimationEntry> e; |
| 131 | { |
| 132 | AnimationKey key = { |
| 133 | heldItem ? (heldItem->two_handed ? ItemWieldMode::TwoHanded : ItemWieldMode::OneHanded) |
| 134 | : ItemWieldMode::None, |
| 135 | HandState::Firing, movement, currentBody}; |
| 136 | e = standart_animations[key][facing]; |
| 137 | } |
| 138 | if (e) |
| 139 | return e->frame_count; |
| 140 | else |
| 141 | return 0; |
| 142 | } |
| 143 | |
| 144 | void BattleUnitAnimationPack::drawShadow( |
| 145 | Renderer &r, Vec2<float> screenPosition, StateRef<BattleUnitImagePack> shadow, |
no outgoing calls
no test coverage detected